I'm working on a rts called "clash tune" and now I've come to a big part of the game : modding.So was wondering, would you rather use scripts or a UI-based tool like in starcraft 2 and warcraft 3 editors ?

IMHO, this kind of UI-based tools is easier for beginners, but quite unreadable when dealing with complex functionalities.Scripts are for more advanced users, for sure, but they are way more powerful to deal with (and good for sharing)

it's quite subtile on non square buildings, but definitely better now.buildings can be on "half-cube" (tiles are 12 cubes wide and buildings can be between 5 and 12 cubes wide) so buildings and ground are two totally different meshes.I had to create a kind of transparent plinth with AO and insert it between ground and building. it seems to do the trick !

(for everyone, I'm most often on steam : "toastnpix", if you want to talk more in-depth or give a try in multiplayer)

yes you're totally rightI'm a very poor graphist and video editor and it's all I was able to do with my little experience... and it was urgent to make another video because the old one was really a problem ! (damn worst than this one !!!)the game is on steam since a few months, but I put it way too early, it's just playable now and was not a few months ago.

ok so now, I'm actively looking for an artist mainly for the UI and probably for some some others things !!! (logos, icons, screen arts...)If you are interested, MP me and we'll discuss about it !Thanks

1) Wow ok, just I just reproduced the first bug : I have to build some units then click on a building and boom !2) I reproduced the second when trying to quit the game and having a unit selected in the sandbox tab.Fixed and reuploaded !

Thanks for your feedbacks !

About the sandbox :

The sandbox is totally a debug tool, so I will only keep it in future versions for debug purposes and the menu will be hidden.(in fact, all the tabs you see on the right are only for debug)I plan to add much simpler tool, probably in the army editor or near, to test units fighting with others, displaying some stats, for army tuning purposes (for maths nerds )

About horses (and units in general) :

All units have to respect a certain size (which is 8x3xheight[8-12]) so for now they will be small. It's part of the graphical choices I made at the beginning of the project. I didn't want to have enormous mounts and wanted to keep units quite simple.The goal is to design beautiful and stunning units with only a few cubes (which was hard when I started designing this default army. lookt at the blocks editor, there is a probable some spongebob characters )Despite the graphical choice, there is also a very critical strategy aim : when you'll fight online, you'll meet totally different armies, in design and in abilities. So I don't want to add another layer of complexity when dealing with enemies units, too big to take a path or another, blabla. It will be hard enough to find which strategy to use against other armies

About buildings :

Their size is a mix of graphical choice and game design problems.When I began working on the game, I used little boxes for buildings. They were in 3d and every other things was 2d. And it was graphically effective. So I decided to keep this unreal aspect ratio between units and buildings when I switched to full 3d. After all, in every RTS the buildings aspect is totally unreal, warcraft, starcraft, ... and I like the way it is ! Like for units, it's much much easier to design a 8x8x12 cubes building than a 32x32x24 building !For the game design aspect, it's due to the army tuning : when you create a building and set abilities, stats, design, etc. why would a building be bigger than another one ? How should I calculate building size according to abilities ? The more abilities -> the bigger ? What should be the step between a building taking 1 tile to a building taking 4-square tiles ? But on the other way, you could recognize important enemies' buildings only by their size ?

Some questions are still unanswered, but for now I try to keep some aspects simple.I am totally not closed to the aspects of sizes, but it is too son.And I have a lot of ideas to implement, so I must calm down on functionalities to focus on a effective and stable version.And later we'll see.If the game is a success ( )

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org